player damage, player death, slime damage, slime death, custom resources, multiple levels
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c1bdb544a6
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fc58589840
19 files changed
+1397
-39
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@@ -19,3 +19,7 @@ func _on_body_entered(body: Node2D) -> void:
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func setSpeed(value)->void:
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speed = value
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func _on_area_entered(area: Area2D) -> void:
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bulletDamageSignal.emit(area, self)
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@@ -2,51 +2,110 @@ class_name GameController extends Node2D
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signal teleportSignal(body:RigidBody2D)
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signal destroySignal(body)
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signal damageSignal(body)
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var numberOfCrates = 2
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var totalCoins = 0
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var coinsRemaining = 0
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var coinsCollected = 0
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var enemiesDict={}
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var playerStats={
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"health":100,
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"meleeAttack": 50,
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"rangeAttack": 20
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}
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var enemy:CharacterStats
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var player:CharacterStats
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# level information
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var levelArray=["res://scenes/game.tscn", "res://scenes/level2.tscn", "res://scenes/level3.tscn"]
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var currentLevel = 0
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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get_window().grab_focus()
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enemy = load("res://scripts/rscs/slimeStats.tres")
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player = load("res://scripts/rscs/playerStats.tres")
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func reset()->void:
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playerStats={
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"health": player.currentHealth,
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"meleeAttack": player.meleeDamage,
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"rangeAttack": player.rangeDamage
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}
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coinsCollected = 0
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _on_trigger(effect: Variant, Object: Variant) -> void:
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print("GC knows about trigger")
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match effect:
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"destroy":
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if not Object is Player:
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destroySignal.emit(Object)
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"teleport":
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print("Trigger wants to teleport")
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if Object is Crate:
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teleportSignal.emit(Object)
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func _on_bullet_hit(body, bullet) -> void:
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print("GC knows bullet hit")
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func _on_bullet_hit(body, bullet) -> void:
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if body is Crate:
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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if body is Slime:
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enemiesDict[body]["health"] -= playerStats.rangeAttack
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if enemiesDict[body]["health"] <= 0:
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print("Enemy is dead")
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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removeEnemyFromLevel(body)
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else:
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print("Enemy takes damage")
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destroySignal.emit(bullet)
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damageSignal.emit(body)
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func crateTotal(amount)->void:
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numberOfCrates = amount
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if numberOfCrates<=0:
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print("YOU WON!!!")
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if currentLevel<levelArray.size()-1:
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currentLevel +=1
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else:
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currentLevel = 0
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levelChange()
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func coinTotal(amount)->void:
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if totalCoins == 0:
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totalCoins = amount
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coinsRemaining = amount
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print("Collected "+str(totalCoins-coinsRemaining)+" of "+str(totalCoins) )
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func coinCollected(body, coin)->void:
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if body is Player:
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#give them a coin
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coinsCollected +=1
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destroySignal.emit(coin)
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func slimeAttack(body, slime)->void:
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playerStats.health -= enemiesDict[slime].meleeDamage
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if playerStats.health >0:
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print("player takes damage")
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damageSignal.emit(body)
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else:
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print("player is dead!!")
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destroySignal.emit(body)
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func addEnemyToLevel(slime)->void:
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var stat={
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"health":enemy.currentHealth + randi_range(0,10),
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"meleeDamage":enemy.meleeDamage + randi_range(0,8)
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}
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enemiesDict[slime]=stat
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func removeEnemyFromLevel(enemy)->void:
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enemiesDict.erase(enemy)
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func levelChange()->void:
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get_tree().change_scene_to_file(levelArray[currentLevel])
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+21
-3
@@ -11,10 +11,11 @@ class_name Player extends CharacterBody2D
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var direction
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signal bulletSignal(pos, speed)
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signal deathCompleteSignal
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enum FaceDirection {LEFT,RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING}
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enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING, HURT, DEATH}
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var current_player_state:PlayerStates = PlayerStates.IDLE
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var upJump:bool = false
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@@ -31,8 +32,8 @@ func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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handle_input()
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if not current_player_state == PlayerStates.DEATH:
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handle_input()
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handle_movement()
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handle_states()
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handle_animations()
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@@ -133,9 +134,26 @@ func handle_animations()->void:
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player_graphic.play("jump")
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PlayerStates.FALLING:
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player_graphic.play("fall")
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PlayerStates.HURT:
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player_graphic.play("hurt")
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PlayerStates.DEATH:
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player_graphic.play("death")
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func _animation_finished() -> void:
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match current_player_state:
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PlayerStates.JUMPING:
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upJump = false
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PlayerStates.HURT:
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current_player_state = PlayerStates.IDLE
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PlayerStates.DEATH:
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deathCompleteSignal.emit()
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func takeDamage()->void:
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print("player taking damage")
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current_player_state = PlayerStates.HURT
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func kill()->void:
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print("kill the player")
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current_player_state = PlayerStates.DEATH
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@@ -0,0 +1,9 @@
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class_name CharacterStats extends Resource
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@export var currentHealth := 100
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@export var maxHealth := 150
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@export var startingHealth := 100
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#damage
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@export var meleeDamage := 20
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@export var rangeDamage := 15
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@@ -0,0 +1 @@
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uid://bjb5jd6442ta7
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@@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="CharacterStats" format=3 uid="uid://6ijgoaamy7w1"]
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[ext_resource type="Script" uid="uid://bjb5jd6442ta7" path="res://scripts/rscs/characterstats.gd" id="1_sqkfu"]
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[resource]
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script = ExtResource("1_sqkfu")
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currentHealth = 150
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maxHealth = 200
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startingHealth = 150
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meleeDamage = 0
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rangeDamage = 30
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metadata/_custom_type_script = "uid://bjb5jd6442ta7"
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@@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="CharacterStats" format=3 uid="uid://5bqgu1h1cmaa"]
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[ext_resource type="Script" uid="uid://bjb5jd6442ta7" path="res://scripts/rscs/characterstats.gd" id="1_ppipo"]
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[resource]
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script = ExtResource("1_ppipo")
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currentHealth = 80
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maxHealth = 90
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startingHealth = 80
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meleeDamage = 10
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rangeDamage = 0
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metadata/_custom_type_script = "uid://bjb5jd6442ta7"
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+36
-13
@@ -1,10 +1,10 @@
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class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var game: GameController = $".."
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@onready var player: Player = $"../Player"
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@onready var crates: Node2D = $"../Crates"
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@onready var coins: Node2D = $"../Coins"
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@onready var enemies: Node2D = $"../Enemies"
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#recipe for bullets
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var bullet = preload("res://scenes/bullet.tscn")
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@@ -14,12 +14,16 @@ var bulletArray:Array[Bullet] = []
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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Gamecontroller.reset()
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buildLevel()
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game.teleportSignal.connect(teleport)
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game.destroySignal.connect(destroy)
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Gamecontroller.teleportSignal.connect(teleport)
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Gamecontroller.destroySignal.connect(destroy)
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Gamecontroller.damageSignal.connect(damage)
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player.bulletSignal.connect(makeBullet)
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player.deathCompleteSignal.connect(Gamecontroller.levelChange)
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updateCrates()
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updateCoins()
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updateEnemies()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -36,7 +40,7 @@ func updateCrates()->void:
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obj.tree_exited.connect(updateCrates)
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totalCrates +=1
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# tell the gamecontroller how many crates
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game.crateTotal(totalCrates)
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Gamecontroller.crateTotal(totalCrates)
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func updateCoins()->void:
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var totalCoins = 0
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@@ -45,17 +49,26 @@ func updateCoins()->void:
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if obj is Coin:
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if not obj.tree_exited.is_connected(updateCoins):
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obj.tree_exited.connect(updateCoins)
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if not obj.coinCollisionSignal.is_connected(game.coinCollected):
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obj.coinCollisionSignal.connect(game.coinCollected)
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if not obj.coinCollisionSignal.is_connected(Gamecontroller.coinCollected):
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obj.coinCollisionSignal.connect(Gamecontroller.coinCollected)
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totalCoins +=1
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game.coinTotal(totalCoins)
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Gamecontroller.coinTotal(totalCoins)
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func updateEnemies()->void:
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if enemies:
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for obj in enemies.get_children():
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var enemy = obj as Slime
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if enemy:
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Gamecontroller.addEnemyToLevel(enemy)
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if not enemy.enemyAttackSignal.is_connected(Gamecontroller.slimeAttack):
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enemy.enemyAttackSignal.connect(Gamecontroller.slimeAttack)
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func buildLevel()->void:
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if triggers:
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for obj in triggers.get_children():
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if obj is Trigger:
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if not obj.areaTriggered.is_connected(game._on_trigger):
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obj.areaTriggered.connect(game._on_trigger)
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if not obj.areaTriggered.is_connected(Gamecontroller._on_trigger):
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obj.areaTriggered.connect(Gamecontroller._on_trigger)
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func teleport(body, _bodyposition=null)->void:
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if body is Crate:
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@@ -80,8 +93,8 @@ func bulletFactory()->Bullet:
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myBullet = bullet.instantiate()
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add_sibling(myBullet)
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#wire up a signal to the game controller
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if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit):
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myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
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if not myBullet.bulletDamageSignal.is_connected(Gamecontroller._on_bullet_hit):
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myBullet.bulletDamageSignal.connect(Gamecontroller._on_bullet_hit)
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else:
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#recycle bullet
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myBullet = bulletArray.pop_back()
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@@ -97,7 +110,17 @@ func destroy(target)->void:
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target.queue_free()
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if target is Coin:
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target.queue_free()
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if target is Slime:
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target.queue_free()
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if target is Player:
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target.kill()
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func damage(target)->void:
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if target is Slime:
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target.takeDamage()
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if target is Player:
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target.takeDamage()
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func stash(target:Bullet)->void:
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print("stash a bullet")
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#hide the bullet off-screen
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+9
-1
@@ -14,7 +14,7 @@ var facing:FaceDirection = FaceDirection.RIGHT
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#direction 1 move to right, 0 no movement, -1 to the left
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var direction = 1
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enum EnemyStates {RUN, ATTACK, SPAWN}
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enum EnemyStates {RUN, ATTACK, SPAWN, HURT}
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var currentEnemyState:EnemyStates = EnemyStates.SPAWN
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@@ -51,6 +51,8 @@ func handleAnimation()->void:
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slime_graphic.play("run")
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EnemyStates.ATTACK:
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slime_graphic.play("attack")
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EnemyStates.HURT:
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slime_graphic.play("attack")
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func handleCollisions()->void:
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if not right_down_cast.is_colliding():
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@@ -84,3 +86,9 @@ func _on_animation_finished() -> void:
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EnemyStates.ATTACK:
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currentEnemyState = EnemyStates.RUN
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direction = (randi() % 2) *2 -1
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EnemyStates.HURT:
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currentEnemyState = EnemyStates.RUN
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func takeDamage()->void:
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print("Slime taking damage!!")
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currentEnemyState = EnemyStates.HURT
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